New Devlog update
Starting to gain good working rhythm again. However, there have been a lot of approximations and changes behind the scope, mechanics and systems for the new game. Seems like at the end, i can't go back in the designed timeline for the project.
Going back to RPG Maker for the new Game
I have like 2 prototypes and 1 main build, the three of them are very different to each other. It is messy to organize the ideas, those are all over the place. So, in order to make a more clear path i have to discard the godot engine and just go back to rpg maker.
Could in theory release the godot main build as a short game by the end of this year, however, the game would be like 10-20 min of gameplay. It just does not justify itself.
The learning curve of godot is very uphill to me, things that were supposed to be fast end up taking a lot of time and 2024 is technically over. Also, it feels like the stuff learned is too niche to certain programing architecture and philosophy.
The reason why used godot in the first place was because it was marketed to me as the best Unity alternative that is also open source (if Unity haven't impose that TOS change i would have trusted it more.) It is elegant, fun to work with and it is very light. However, didn't expect to learn a code language that is used in just one place; this means if i want to try other engine i would have to discard that time invested.
I wanted to try a new engine for this new game but seems like the refactoring really took months away from the process, now in retrospective, it really consumed a lot of time from the development timeline, it took me by surprise.
I may try the new Rpg Maker MZ, it looks better except for the animation system being 3D.
So, the new path is clear. Taking the original prototype made on RPG Maker MV and finish the game.
Well, thanks for reading and: Take care, and have a very happy day!
Comentarios
Publicar un comentario